Animation Podcast 032 - The “Unofficial” Tangled Animators’ Audio Commentary
Clay Kaytis
Animation Podcast
Animation Podcast 032 - The “Unofficial” Tangled Animators’ Audio Commentary
The Animation Podcast, October 31st, 2012.
Hey everybody, this is Clay, and welcome to episode number 32 of The Animation Podcast.
Now, you're probably wondering, why has it taken three years since the last podcast?
And
the truth is, I've just been busy.
I've been animating on Tangled, Tangled Ever After, Paper Man, and Wreck-It Ralph.
And in between all those shows, I've traveled a lot.
I've done a lot of talks at schools and conferences, and I can pretty much guarantee that everywhere
I go, I will hear the question, when is the next podcast?
So if you're one of those people that have ever asked me, ever stopped me, and said,
when's the next podcast?
The answer is definitely now.
It is today.
It's happening.
It's here.
I hope you're happy.
And honestly, you should just pat yourself on the back.
If it wasn't for you, if it wasn't for all of you guys kind of bugging me about it, it
wouldn't have happened.
I think I would have just put it away, retired it.
But hearing from all of you all the time about how you listen to it at school, or in your
studio, or you guys play it out loud while you're animating, it's really an honor for
me to be a part of your process and to provide something that gives you some inspiration.
So really, thanks to you, you're the reason why I'm making this.
It's really because you guys keep asking for it.
So unfortunately, I think I'm cursing myself to being asked forever, but that may just
be what it's going to be.
So what this podcast is, it's actually a very different format from all the others I've
done.
And when I was out meeting a lot of people, I would hear a lot, how come there's no audio
commentary on the Tangle DVD?
And although I don't have a good answer for that, I do have a good solution.
And that was, I think, the Tangle DVD podcast.
And that was, to get all the animators I could together in a room, we would play Tangled
with the sound off and just record the conversation.
So that's what this podcast is all about.
And you will get the most benefit out of this podcast if you watch the movie along with
us.
So at a certain point, after everyone introduces themselves, we will count down three, two,
one, and you will unpause your DVD, which has been queued up.
And hopefully the movie will follow along right with us.
So you'll see the scenes that we're talking about as we're talking about them and get
a really good sense of the story.
And get a really good sense of just, you know, the conversation we're having, the fun that
we had recording this and in making the movie.
And a lot of the scenes we kind of call out who animated what and talk about the difficulties
in that.
So like I said, you'll go grab your copy, your Blu-ray, your DVD, your Amazon, your
Netflix, your iTunes, whatever copy of Tangled that you have, queue it up to the very beginning,
right when the castle starts and you see those flags waving and the fireworks going off.
Pause it there.
And then wait for us to say,
three, two, one, and go.
And then you'll watch it along with us.
So without taking any more time, I'm just really happy to be back.
I'm happy to announce the animation podcast episode number 32, the unofficial Tangled
Animators audio commentary.
And one thing that I do want to mention before I get started is that all the opinions here
are those of the individuals involved and they do not represent the Walt Disney Company.
Just want to make that clear.
This is the unofficial commentary.
So with that said, please enjoy.
Why don't we start?
Just go around the room.
Say your name, how long you've worked in the studio, and if there's a character in the
film that you identify with, it's like, I worked the most on this, or my favorite one
to work on.
So we'll start over here.
I'm Amy Smeed.
I've been animating for about, or I've been at Disney for about 13 years, and I worked
mostly in the pencil.
I'm Adam Dykstra.
I've been at Disney for about 16 and a half years.
I've worked.
I've worked on Pascal, Rapunzel, and Flynn.
I'm Jennifer Hager.
I've been at Disney for about three years, and I mostly worked on Rapunzel and Flynn.
I'm Miyuki Kanawon.
I've been here for three years, and I mainly worked on Rapunzel and Flynn.
I'm Adam Green.
I've been at Disney on and off for about two and a half years, and I worked on Rapunzel,
Max, Flynn, and Koppel.
You guys all sound so sad.
I'm not.
I was gonna pull 재 ABC.
I'm Pfenn and Green, and I've been at Disney for like ten years.
Back to you!
Sorry and you?
Ah, you're talking.
Now to Daniel Buesche.
My name is Daniel Buesche.
I've been here a little over one year, and I worked on Tangled mostly on The Horse, on
Maximus.
On something?
I'm John Wong, been here about three and a half years, and work mostly with Rapunzel and Flynn.
I'm Zach Parrish, I've been here for a little over a year, and I mostly worked on Flynn.
I'm Marlon Noe, I've been here for about five years, and I mostly worked on Flynn and Rapunzel.
Wait, I finally know how to say your name.
I'm officially going with Noe.
Since when?
Since the two times we were like this.
I'm going more French this time.
I'm Doug Benete.
I'm Doug Benete, I've been here about 15 years, and I worked on some Flynn, some Rapunzel, and some Gotham.
Gothel.
I'm Joel Reed, and I've been here for just over a year, and I think I worked mostly on Flynn.
Rapunzel.
Very true.
I'm Mark Mitchell, I've been here 16 years, and I worked on the Gothel.
I'm Carolette Tamaki, I've been here for three and a half years, and mostly worked on Rapunzel.
I'm Patrick Osborne, I've been here for three years, and I worked on kind of a broad range of characters in Tangled.
Nice job, everyone.
My name is Darren Myers.
Of course.
My name is Darren Butters, and I've been here for 15 years, and I did a lot of Flynn stuff.
I'm Becky Brzee, I've been here for about 15 years, and I mainly worked on Rapunzel.
Chris Cordingly, I've been here for about seven years, and I worked mainly on Pascal.
I'm Chad Ferron, I've been here about 15 years, and I worked mostly on a horse and a chameleon.
I'm Clay Cadis, I've been here about 16 years, and I've mostly worked on a horse and a chameleon.
I've been here about 15 years, and I think I've mostly worked on Krauts.
A couple Flynn shots, but mostly Krauts.
Richard Town A.
Betty Tangi.
I'm John Kars, I've been here for three or so years, and I worked on...us.
Everybody.
The other two.
I'm Chad Sellers, I've been here about a year and a half, and I mostly worked on the hook hand thug.
I'm Jason Fugliozzi, I've been here about a year and a half as well, and mostly Max and Rapunzel.
I'm Malcolm Pierce, I've been here about a year and a half, and mainly worked on Rapunzel and Gollum.
Awesome.
Good night everybody.
That's it.
I may explain this now and leave it, or record it later and explain it and put it on the start
of this thing, but the idea is people will download this, we'll queue up the DVD, we're
already on the first frame, it's paused on frame one, and we'll kind of say, three, two,
one, play.
Hopefully the people at home will hit play, they'll play this at the same time, and it'll
all sync up.
So...
How much money will we make from this?
All of it.
I'm already 180 in the hole, so...
So I guess what, should we count down, like three, two, one, and then hopefully this will
hit play over there, and we'll go.
So all together?
Three, two, one, play.
Yay.
It's blue.
Designed by Mike Gabriel, right?
Yeah.
That's pretty awesome.
Wow.
And there's a bunch of Disney elements in here, there's the trains and all this other
stuff.
Yeah.
So, we're going to play this.
So, you show me more of your stuff, of the hidden stuff in there.
So, we're watching this with the sound off.
So, who knows what's happening.
You're going to go singing.
I've been practicing.
We'll check it out.
Yeah.
I almost cried the first time I saw this.
This little Mickey?
Yeah.
I was like, that's it.
How old were you?
Three and five.
So, what do we say about this movie?
I mean, but there's...
Yeah, what do we say about it?
Yeah, I mean...
How do we get into this?
Should we just talk about what we expected going forward?
Yeah.
Whatever we say about it, I guess, so we got into this.
Should we just talk about what we expected going in or do we talk about the shots?
Anything?
Anyone wanna work on the shot?
Oh first shot of the movie.
Zach Parrish, Zach Parrish.
Zach Parrish, one of his 746 shots.
This is actually Zach's demo reel.
Yeah.
This is a movie.
I think we should talk about that.
Yeah.
what what the standard of human animation was and what we tried to achieve okay i think that's a big
part of this whole movie yeah i mean there was a meeting early on i think john was on vacation but
we had a crew meeting in the theater and i was an idiot and i said this would be the best human
animation anyone's ever seen and i was like oh shoot
uh but i think in a lot of ways it is um i don't know if you guys agree but
definitely the best flower animation
i think it was weird coming off of bolt and working on this because if you if you have
a dog talking or hamster talking you kind of have to buy it you're like oh okay that's how
this hamster would talk
But an 18-year-old girl, you know, a human that you see every day has to have even more believability.
I don't know.
And not only that, it has to be stylized and appealing and all those things. Believable and beautiful, you know.
Without being too realistic.
Yeah. I wonder how many people thought we used motion capture for this.
At least one.
Is that you, Malkin?
We didn't, Malkin.
If someone had asked that on a tour, we'd film some motion capture.
Duggan was still Duggan.
Aw, baby Rapunzel.
I mean, a lot of the process was, you know, people filming themselves, Glinda doing drawings, a show of hands.
We'll just maybe say, who films themselves when they're doing their shots?
It's like the entire room.
There's a lot of hands.
Yeah.
Depending on the shot.
Yeah.
And we're filming each other.
Horrible.
Kira running upstairs.
I got a lot of exercise those.
Yeah, I think Kira did reference for half of us at least.
It's hard to watch the movie go by because there's so much that went into every shot.
Like this hair and the lighting and the texture and all the stuff that we're waiting to see happen.
A lot of work.
Was the hair what you expected as far as, like, when you start out and you know that there's so much hair in this
that it's going to have to be animated by hand, a lot of it.
Did you guys like it?
I remember not seeing hair renders for a long time and we were all like, what's it going to look like?
What's it going to look like?
And then when it started coming through, like, the cloth and the hair and everything just, like,
plussed your shot so much that it almost felt like you could have gotten away with a lot less.
But you did.
You did.
And halfway through, I did.
So I was trying to figure out how to work less.
Yeah, right?
Your stuff got a lot better.
Before the hair stuff came through, me and Henry, one of the animators that was here,
we went and checked out some of the hair work in progress stuff.
And we were, like, really excited.
We were like, this will get us motivated.
And then he just showed us what he was working on and it was terrifying.
We were so discouraged.
The bra hair?
Yeah.
Well, just like, this is where we're going with the simulation and it was just, like,
this crazy Barbie doll with all this hair randomly coming out of it and it was really
unappealing.
But they figured it out, like, I guess a month after that, it just started snowballing.
It became kind of a character of itself, which was really cool.
Yeah.
Yay!
Cheers!
Tony Smead.
Should we talk about how this was singing in the beginning?
Uh, yeah.
Go for it, Marlon.
I don't know what it used to be.
Like, was it 20 notes?
Yeah.
Just 20 notes.
Yeah, Tony had made, like, three or four shots of her singing here.
Yeah.
I believe it's on Blu-ray.
It's on the Switch.
No, it's not.
Oh.
Yeah, it is.
He left.
No.
Because it was, it went through lighting, everything.
No, it's fine.
You put it on.
He's gonna hear it.
Oh.
Yeah.
It's on the Blu-ray.
Yeah, it is.
It's on the Blu-ray.
The sequence is on the Blu-ray.
That's right.
I just edited that.
Wow.
Okay.
About two hours.
Yeah.
So, I don't know if anyone wants to jump in and talk about, like, making animation
better.
Like, how do you go from good to better.
And how do you approach...
Yeah.
You're blanking.
Yeah.
You're blanking?
Yeah.
So, I don't know.
If anyone wants to jump in and talk about like making the animation better.
Like, how do you go from good to better and how do you...
You're blanking.
Yeah.
I think that's a big part of it, right?
Do you want to talk about Glenn and how he maybe changed
one of your shots and pushed your shot?
The coolest thing was at the beginning of production
when we had like a two hour meeting with Glenn
where he just, he went through every shot
that had been approved so far with Rapunzel in it
and he drew over every single one of them.
And even if the shot was done and finished and great,
it still could be better by his standard
and his tiny changes really dramatically changed
a lot of the shots and it kind of set a standard
for the rest of the show,
which you see in a lot of the shots.
A lot of these shots weren't done
at the beginning of production,
they were done towards the end of production,
but you can tell that Glenn's influence is still there
if he didn't draw over these directly.
I think in the kind of moving holds, the facial,
you can see the subtleties that Glenn had in his draw overs
that just really sold the scene.
It's great stuff.
I think it was neat to see that
at the beginning of production,
there was so much draw over the work,
tons and tons and tons,
and then by the end, by the end of the production,
it was like less and less and people were getting it
and it was clicking and I don't know,
it was neat to see everybody grow,
like there were a bunch of mini Glenn Keens running around
because they kind of got his sensibilities towards the end,
but it did take a long time to like get it right.
Looking back on it,
Glenn was less concerned about the motion
and more concerned about
designing the appeal in all those golden poses
that you remember when you watch the shot.
Yeah, I was gonna say like,
Glenn animating, actually animating on a shot
was probably like maybe 5% of the time
and the rest of the time it was just making an idea clear,
pushing something and pushing a pose
and just like making a graphic.
Drawing the eyes a lot.
You always started with the eyes.
You pushed out a great deal.
Eyelashes were in the direction.
That was a big challenge too
where you would draw so specifically
and you'd see him really focusing over the draw overs
and you'd go back to your desk and go,
okay, I have to match this as perfectly as I can
and you push the 3D model as much as you can
and it just looks weird in 3D
because you get those automatic volumetric deformations
that happen around the shapes.
It was kind of frustrating,
but we had to find a balance between his drawings
and what we could do with 3D.
And that influenced the model changes too, didn't it?
And the rig.
Yeah.
To be able to achieve those shapes.
Yeah, I mean that first pass that Zach's talking about,
the drawing over every shot that was done,
that became the guide for how to fix the rig
because he kept drawing the same things over and over.
I have this sheet of paper
that basically has like nine things on it.
And we went back and did those nine things
and from then on it was just like,
it wasn't hard to make those shapes happen.
Wasn't the sequence put in really late
when it felt like they needed to introduce Flynn?
Yeah, definitely.
As a thief early on?
Yeah.
The original debut of him was at the Wanted poster.
Yeah.
Sorry, Darren.
I know.
It was great.
This great shot of him.
They needed to establish the crown
more obviously, I think.
And break up the songs as well
because there were two songs back to back originally.
Oh, right.
That's right.
Mm-hmm.
That's also part of the reason
why they took out that song
in the very beginning with her.
Just like three songs in a row.
Right.
What did everybody think
when they said it was going to be a musical?
Yay!
It's not a musical.
It's a movie.
It's a movie with music.
It's a watch-buckling adventure.
It's certainly not a fairytale.
It's about the movie.
I remember the conversation on like,
how would she pull up Gothel with her hair?
And like, where would she put her hair?
And how the mechanics would work?
And I think it looks pretty good the way we did it.
Wow.
Brent, how many?
Brent's not here.
We can talk about it.
So Mark, you tracked Gothel's age through all this?
Yes.
And then all of that was ignored.
And then we...
We went...
They went back and forth on like,
how old she was supposed to be.
So on a lot of these shots,
we animated her like at 40.
And then we would see the renders come back
and she'd be at 50 or something like that.
And her face changes quite a bit
as the age happens.
But I think each shop's kind of customized a little bit.
Nothing was just right out of the box.
I think a lot of ladies who are 40,
or are 50, say they're 40.
So our little slider was not really the truth.
It was what she...
What she...
Told.
Oh, told.
Yeah.
Okay.
Yeah, the little age slider was a lot of fun.
You'd play with it and, you know, 40 was nice.
And then drag it over to 110, everything went south.
Everything.
Every single thing.
Could you imagine?
Yeah.
Oh, gravity.
It's always funny.
That shot of...
Patrick Osborne did this shot of...
That came on earlier where she's positioning the chair.
And I remember that was a big moment in the dailies
where Patrick had done a really nice blocking of it.
And then Nathan just was like,
I think she should just be...
And as she's putting the chair,
she's already running to the next spot.
And he started overlapping and layering the events
and her action and really driving it
with so much rushed intention.
And it was such a clear...
It was such a clear direction on what the shot should be
and could be.
I remember after that thinking,
hmm, this guy's a pretty good animation director.
And because...
It seemed like early, the first sequence,
he'd come in and be like,
I don't know, you guys say what you want, man.
I'm kind of new to this.
And he'd kind of take a back seat.
But after about six weeks, he was just like, boom.
Like moving into the front of the...
Definitely moving into a leadership role
in terms of what it could be
and always driving it from the intention
and the thought of the character.
And then Glenn, I think, just riffing on that,
watching those two guys act it out,
just with his stylus in his hand over the Cintiq,
would just be ready to draw that emotion of what he saw.
And he became like this kind of like magic illustrator tool.
The three of them together became like a really clear source
of what you needed,
what you were going to do with your shots.
And like those guys kind of always reaching back to the story.
And Glenn, being able to illustrate it in a way
that you could never...
Even the way you saw it in your head,
the way he was drawing it,
was better than you saw it in your head.
And time and time again, you'd hear Byron say,
yeah, it should be like this.
Oh, yeah, yeah, just like that, Glenn.
Just what you're drawing right there.
That's great, that's great, that's great.
Because he'd always kind of blow past your expectations
with his appeal and the feeling of the emotion
they were going for.
And then you'd take those back to your desk,
and that would be your kind of Rosetta Stone,
your guide of what you were going to use.
to get to your destination.
It's hard.
I want to start to talk about the talk that we give
when we talk about the film, but it's...
This sequence is really fun to see come together
because it's just characters.
It's all performance.
And it's kind of, yeah, it's a highlight.
And so much contact between the characters,
which I think...
Wasn't this one of the first sequences we did?
First song, yeah.
I was thinking, what's the first shot of Rapunzel?
Sequence six.
Oh, right?
In the chair.
Maybe Rapunzel.
Around the chair.
Yeah.
That was in production.
Yeah.
Well, the first one we got done...
To talk about the directors a little bit more,
I felt like they did really well.
I felt like they did a really good job
of giving us good notes on mainly performance
and the goal of the shot.
And kind of left it up to the supervisors
and the animators to make it look nice.
There wasn't so much notes on the arcs
as it was on what the character's thinking
and what the shot needs to portray.
Yeah, I think we like to have trust for the group
that they can figure out the physics
for the most part.
They can figure out how to get those pieces put together.
And when you have that,
you entrust them to do that part.
And what you're driving the animators from
is what is the character thinking?
What's in their heart?
And what is the character feeling?
And then let the animator more or less make their choices.
And it wouldn't happen all the time.
I think people...
Every one of us got kind of like a tongue lashing
or something about how it should be exactly this way
and no other way sometimes.
But then there are other times
when there would be a lot more freedom
in how you could interpret that.
But when the animator's left to reach those decisions
and those solutions on their own
from their own creativity,
I think you end up with a much stronger end result.
Do you guys feel like
you can kind of define the things
that you learned on this show,
the stuff you picked up
that you won't ever leave behind?
Like what?
I don't think I can define it.
I think a lot of what we learned
is just inherent now.
And if you try to just tell someone,
like, oh yeah, I learned how to pose,
how to do an eyelash,
it doesn't really mean anything.
But so much of what you got
out of watching Glenn
just put himself out there
and you guys
and then the directors and stuff.
Yeah, it's really indescribable.
Yeah.
I think for me, a lot of it,
especially with Glenn, was appeal.
And now when I'm working on shots,
I tend to look at the facial animation,
especially the eyes, completely different.
And I...
Me too.
That thing that Glenn was always talking about
with how the eyelashes affect an expression
so dramatically made a big difference on me.
And like Amy was saying,
just really paying attention
to the appeal of the face
and making sure that it works
with servicing the scene.
This is absolutely the wrong sequence
to talk about this.
I think that the style of animation
on this show was a lot more restrained.
A lot more restrained than what we normally do
and what we're kind of seeing out there
in the marketplace.
This is probably the broadest
these characters look at in the movie.
It's like a Glenn-influenced thing,
but I don't think that if Glenn
was working on the next movie
that he would be animating it in the same style.
But this was...
It was a really, really controlled,
you know, no kind of...
Here's your bag of tricks on how you do a take
or, you know, how you do a head turn.
It's like...
It's not based on sort of formula stuff.
It's based on kind of really
what is this person thinking?
What is this person feeling?
And animating that
rather than kind of the cartoon convention.
And another thing that the directors...
The directors labored over the storyboard so much
that by the time you got issued the shot,
everything had been thought about
and planned out
and simplified
to what that scene needed to be.
And it was...
We heard all the time,
just do it less.
He's just standing there in this one drawing
in the storyboard,
and that's what we want.
Don't make him move so...
It wasn't a gesture festival
like some other animated features you've seen.
Right.
We want to keep him alive
in that one strong pose.
Yeah.
We just want this idea.
Stop moving him around so much.
And I remember there being some talk about that too,
you know, outside.
We were like, man, really?
Wow, is that the right choice?
And then when you watch a sequence in its entirety,
you're blown away by how right, you know...
You're less distracted by all the animation.
The first shot I worked on here
was a shot with Flynn,
and he just raises one eyebrow.
It's after Rapunzel's telling him
that she never breaks a promise.
And I just came from Blue Sky,
and the animation style there
is much more broad and cartoony.
And so I start the shot,
and I'm like, all right,
I'll be done with this in a week.
This is easy.
So I show my blocking,
and they're like, yeah, just, you know, pull it back.
Maybe half of that.
And so I think I do that,
and then when I show again,
they're like, no, no, keep pulling it back.
And I probably spent two weeks
on this, like, 28-frame shot
until I can get to my desk
the next morning.
And Nathan had drawn these two drawings
of Flynn's face.
And the only difference in the second drawing
was that one eyebrow was lifted higher.
And he said, do this at the bottom.
That's what I do.
I don't change it.
There's that one static in the shot
in Sequence 18 when it's just like,
when Flynn bumps into him,
he looks up.
And who did that shot?
Was it Joe?
I think it was Bowers.
Bowers, yeah.
And it was like,
he had some eye animation right,
and he said, take that out.
And then there was,
they're breathing,
and they're like, take out the breathing.
And I think they realized it in Sweatbox
when they saw it again all cut together.
Like, there was no animation in that scene.
They were like, well,
maybe put back some of the breathing.
So we went back and added the breath.
But, like, that's how much
they were pulling back on the shots.
Want to talk about the breathing?
No.
I always felt like you,
you know, you would put it in,
you'd think it would be too much,
and then they would want more.
Yeah.
I remember us talking.
I remember a bunch of shots.
Kind of got,
it was like a job master note
where we had to go back into a bunch of shots
and just add more breathing.
Yeah, especially the singing,
all the singing.
Yeah.
Was this the first musical for everyone?
Yeah.
We didn't realize.
First of many.
We didn't realize how much
the inhale kind of
lent itself to the song.
Yeah.
And we didn't have the best
playback room either,
so we would, you know.
You wouldn't hear the breath all the time.
Watch it.
You wouldn't hear the breath.
You can go down to editorial
and it's like .
It's not animated, so.
And you look at Donna Murphy's performance
and her inhales were huge.
She has huge inhales.
Yeah.
Nice lungs.
Yeah.
She was a great reference, though.
Watching her, even, you know, shots like this,
it was great, great to watch her.
I did some of the stuff
where she's yelling up to the tower
and I got a lot of my hand motion
and she did weird shaky stuff with her hands
that I directly stole from the recording.
Going back to like,
kind of what we call the leg,
kind of what we,
things we learned
and kind of carry over now.
Just hearing Glenn talk recently
at the,
at Inspire Days,
he kind of brought up how
towards the end,
the animators were like thinking,
it was like this saying,
like WWGKD.
What would Glenn Keane do?
And then,
like the animator would go back to their desk
and like,
while working on their shot,
they would,
instead of like settling,
they would kind of come back and say,
okay,
start imagining what Glenn might draw
on top of the shot
and kind of trying to get that in there.
Yeah.
It became like a game.
Like,
can I get Glenn to not draw on my shot?
And we all failed.
I think it's a good thing to take.
Like,
I was looking at a 2D test today
and I,
I said the thing of like,
if Glenn was looking at this,
he would say this.
It's like,
I think after a while,
it's not just what would Glenn say,
but it's like we're,
something we're taking with ourselves
and it's part of our arsenal now.
You start to anticipate.
Forget him.
This is what I would say.
You can't dismiss those shots.
Yeah.
I mean,
it's like,
you can't dismiss those shoulders.
Yeah.
I mean,
it's not just like,
oh,
I don't know how to put this.
It's just like,
what is it,
what is actually the thing
that he's doing
when he draws?
And that's something
that I feel like
I personally took away
from this film
that I used to think
that it was enough
to move the body
as a whole,
believably.
But what he really showed
is that the body,
the body,
the torso,
and the hips,
and the shoulders,
and the relationship
of all those pieces
can work together
to express emotion
and they can have harmony
to them.
And each character
can kind of be
like a very well assembled,
like harmonious collection
of their parts
so that it all kind of
flows together
and hangs together.
And he would always say,
tilt,
rhythm,
and twist.
Twist.
Right?
Tilt,
rhythm,
and twist.
Tilt,
rhythm,
and twist.
And those were,
you could apply
to the face,
you could apply
to almost
just any component
of any character
or the whole character
all at once.
Like how,
if you just move
the shoulders,
cant them one way
and you move
the hips
the opposite way
and then,
so there's a little bit
of an S curve
from the head
down to the hips.
And those are the kinds
of things like
when you talk about
what would go into,
those are actually
the things that he kept
drilling into us
and that we would end up doing
when we go back
to the general asymmetry,
looking for an appeal
and a focus
in the eyes
and the asymmetry
in the mouth.
Like there is kind of
like a playlist of things
he would come back to
time and time again.
But ultimately,
like that's,
that's one thing
that I think really is
in kind of Disney's DNA
is they,
they've always found
a way for their characters
to really hang together.
Not just that the characters
are well designed
but the characters
are posed within
their own design
in a way that really
makes sense
specifically for each design.
And I think Rapunzel,
he just had a really great handle
of this young teenage girl
that was kind of,
grew up barefoot
and the way she occupied
her own body
and moved around the room
was very,
he did this pencil test
that really felt great,
very natural.
And the way he would
talk about her
and the way he would
talk about her
was really,
it was really,
he would talk about her
and it really came through
in the way he drew her
and that kind of infected
the whole way
that we thought about her
and the way we would
move her and pose her.
But in terms of
the minimalism,
it feels like,
to me,
if he,
he would show you
just one pose
that works so well
or so,
so it looks so good
and was,
it just felt
nice enough
that it didn't need animation
because it could just sit there
and be pleasing enough
as it's own,
on it's own
as a drawing
as a visual of the character just sitting there.
So it didn't need to actually move that much.
And that supported that kind of minimalist ideas
that the directors were bringing to the sequences.
So this awesome shot by Tony,
this whole sequence is some of the first animation
that got done on the movie.
Although it didn't really get done.
It was, since it was the first stuff,
we ended up going back and revisiting this stuff a lot.
And we didn't have hair for a long time.
So obviously shots like this got worked over a lot.
But this was kind of us kind of figuring out
who these characters are and how we're supposed to move them
and what looks good and what we should never do again.
How many head injuries does he injure?
It's like six.
I love how he's like, he's like hitting the head
and like slammed into a log and like all these things
and he survives.
Yet he gets stabbed by a tiny little knife and dies.
What?
That was totally ending.
Oh.
Come on.
It was my one shot.
Woo.
What is he doing?
And then you see it all come together
and you're just like, holy crap, that's like, that's Ariel.
That's like all the stuff that he does.
Twisting and pushing and like,
wringing everything out of the characters.
It was like shocking at first.
He's like pushing us way too far and after a while
it looks like it just became so natural
and so just, you have to why to,
you have to like, like Eza just try
to predict what Glenn will ask for.
I think it's just so good at zeroing in
on the storytelling pose, you know?
that's really the essence of the scene, so.
This was the first sequence we did, right?
Yeah, this is an example of,
this sequence went into production
with an earlier version of Rapunzel
that didn't really work as well as we hoped.
And we actually went back and took the upgraded Rapunzel
and put her all the way through the sequence again.
We did all the shots within an upgraded room.
The animation didn't change a lot,
it was just the shape of her brows
and her neck and her shoulders.
Wasn't her arms, too?
Oh, there's the eyebrow shot.
Two weeks, baby.
Two weeks.
So we were worried about this new guy, Malcolm.
Flynn's kind of different in this sequence, though,
because we had done a teaser with him in it
that he was playing a character
that was pretty much worked out
by the time this started, right?
So you'd have a lot of these shots
that were completely polished and ready to go on Flynn's side
and Rapunzel still wasn't there and bald.
That teaser was the teaser in Japan, right?
Did they use a lot of those shots in the trailer?
Yeah. Parts of it they did, yeah.
I guess the idea behind that was to
kind of get the pipeline going
and figure out how we're actually gonna make the movie,
as it's short.
Any one of those teaser shots
where Flynn is stashing the stuff?
Share it with all of us, Darren.
Yes, Darren?
In the teaser shot, Flynn breaks into the tower
and he starts stealing stuff, because he's a thief.
And I had my shot pretty well blocked out
and was starting to...
break it down, and Glenn stops me in the hall and goes,
I've been thinking about your shot.
And that's never a good thing.
That's never like, I've been thinking about your shot
and it's awesome and keep going.
It's always, I really think we ought to do this.
And he totally flipped the intention
and Flynn's thought process and it turned out so much better
and that's what happens when you're constantly
thinking about how to improve everything.
It's another sequence of shots
by the amazing Tony Smead.
I love just the run, so much character in it.
Makes me wanna roll in grass.
Yes.
It's like an allergy commercial.
I'm sorry for you.
It's okay.
Can you tell she likes musicals?
Patrick!
More packing.
Don't tell anyone.
These are some more shots that are direct lifts from the storyboards.
I mean, most of them are just one or two poses, and this is where I think, this is where the
movie really kicks into gear and starts to pick up and be really fun, and you saw that
from the boards right away, so as you start to animate these shots, you're just like,
I don't want to screw this up.
This is where it's really working, so you do exactly what's in the boards, and it works
well.
This is by far the most common comment in daily sessions.
One of the questions was, can we bring up the storyboards?
It was just, it was so well-defined.
You knew exactly what you had to do.
So yay story team.
Yay, yeah.
You feel like you need it, too.
The boards, and it's like, it's shot.
Oh, here.
You ever done that?
No.
Changed your mind on that one?
No.
Those little cutaways of Rapunzel wiping her nose and sniffling, and that's when I was
like, oh, Joel, you're sick.
That's how I was feeling at the time.
That's pretty good.
I mean, they just play really fresh to me, really simple and really appealing.
Good.
Should we talk about Pascal a little?
This looks just like Aaron Butters.
Hey.
Hi.
Yeah, I shot some reference for this.
I got to shove you on that.
Yeah, yeah.
Kira pushed me across the reference room.
Yeah, Pascal was a chameleon.
Yeah, it was a chameleon that was always on her shoulder.
But not on her shoulder, on the clothes, the puffy clothes on her shoulder.
Like when you think you're done with your job.
It's like, oh, I forgot Pascal.
That's what it is.
Goodbye.
You're done.
What did he just say?
He was basically reflecting what Rapunzel was doing, right?
Yeah.
That was the note normally.
Yeah.
Just to, he does what Rapunzel is doing.
He looks at what Rapunzel looks like.
He's just like his quad.
It's all about Maximus.
For Rapunzel, he's not subtle, right?
And then the chameleon was like this.
It's a slightly more cartoony, exaggerated version of her emotion.
Exactly, yeah.
More subtle animation.
Jason Bigelow.
In an IMDb, they call out every time that we, as a goof, every time that we hid Pascal behind her shoulder and her hair.
Oh, really?
Because we're messes?
Yeah.
Did we mess up?
No.
We don't.
We chose every time.
There is a lot of times we had to cheat where the hair was.
It's in the next shot.
Yeah.
If you had 70 feet of hair and were dragging it along, it would be tangled.
Is that what we call it?
Get out.
Yeah, let's talk about Maximus.
I think it's interesting.
Like, Danny, you did that test.
Like, how many weeks were you here?
Like, three weeks.
One day?
Yeah, so the first day you were here.
It was my first assignment, I think.
Yeah, you grabbed the rig.
You animated it.
I think Lino told me, you know, we need some tests with this cartoon, you know, and some
action and acting.
And I did the sniffing and sort of realizing something with the fling was here.
And, I don't know, I was really scared that maybe the director won't like it or, I don't
know, it's my first animation that I show in the dailies.
It was a super exciting moment and I was glad that it got a good response.
I just remember Glenn saying, that's our horse.
Yeah.
It was just kind of a watershed moment for the horse.
Just to have one test that everyone was like, yes, that's the character.
Yeah.
It started Maximus in a lot of ways.
Felt really good, yeah.
And that kind of fits the idea of not having character soups is, we always sell, that's
always a selling point of like, well, if we don't have soups, then it's kind of an open
field for anybody to...
Contribute so that somewhere in that group, someone's going to stumble across a character
defining moment that's going to launch it to another level.
And that's a good example of something like that happening.
Yeah.
I was really nervous early on because I've worked here forever and it's all about the
characters and the leads and they own that thing.
And I was like, I'd love that idea.
And I went through that and I did that.
And then on this movie, I was like, all right, now that I'm not going to be doing one of
those, no one will.
And it was really nervous for me to make that choice of like, the characters will find
themselves out of the crew.
And I don't see, I think it's actually better this way for me just to see the crew do it
and everyone agrees on this character and we're like finding all the facets of these
characters all together.
It's just, and then everyone's got an opportunity to expand the universe of this character and
say, well, they would do this in this situation.
Everyone kind of like, I never thought of that.
And it just becomes another part of the character.
And versus someone saying to you, like, oh, no, they don't do that.
And, oh, he wouldn't raise his eyebrow like that.
And that's really, to me, kind of stifling.
And it worked out.
So the pub.
Chad Sellers.
That was supposed to be Nathan.
That one plug in the back.
Yeah, I heard him.
I heard him.
Call the guards.
Yeah, we had 21 thugs plus three extra guys in the balcony with hats on.
It's just not the amount of characters, the interaction with them.
It's so hard to get.
I didn't do the show, but I can imagine how difficult it is.
This is Joel's awesome shot.
It became an internet meme.
Yeah.
Hipster.
Yeah, hipster.
Hipster Rapunzel.
What happened with him?
They put the glasses on.
They put glasses on and turned it into a hipster.
Oh.
Cool.
We're going to sit a little on this.
That's a mall.
There we go.
Long lost Jamal.
What is Jamal?
I haven't seen him for a while.
He is missing all the fun.
So not having animated songs, did you guys animate differently?
I mean, I don't think you do. It's still a performance. You just open the mouth longer, right?
Yup.
I feel like the rhythm of the shot is a little more...
It's a little easier because it's predefined.
You don't have to figure that out as much.
That's kind of the difference between doing a pantomime test and a dialogue test.
You've got benchmarks, and with music it's just that much more,
because the rhythm of the music and along with the dialogue makes it nice.
One funny thing about Hook Hand is that, I forget what happened one day,
but for some reason someone had to hide, I think it was Patrick, did you have to hide the hook?
Yes.
For some efficiency sake, I have to go to a place,
and it turns out that Hook Hand has a teeny tiny little baby hand
scaled down under the hook.
I think it was easier for the modelers to keep them symmetrical or whatever,
for whatever reason.
Oh, for ringing or something?
All the characters have the same geometric topology, it turns out,
so they had to leave the hand.
We laughed for hours.
I could not stop laughing at his stupid-looking little hand.
It was like the size of a thimble.
It's just this tiny little A or 12 scale.
You're so embarrassed by it.
Yeah.
Zachary Parrish out.
Suck.
This show, this whole sequence is also a little bit loose
as far as the realism and a lot more cartoon-y than the other shots in the movie.
Yeah, it was fun.
You could have shots where they were super restrained and super realistic,
super realistic, and then you could do a shot where you had some crazy smear frames and stuff like that
that just had to be appropriated to the shot.
Something like that, you know, where there's some smear in there, which is really nice.
It's fun to have the whole variety in one show.
Did we make and rig that goat character for that one shot?
Yeah, pretty much.
He's in the background.
Did we miss the Pinocchio thing?
Oh yeah, Pinocchio was in the big shot.
We missed it. Oh, it's coming up now.
Oh, no, we missed him.
It's Boomba.
Hey, Steve, there's Grinnell.
With his tattoo.
He has the stars on his arms.
He's got the same.
He's standing there.
I didn't even know it was there until I watched it.
No, that's Danny.
That's me, yeah.
Oh, the warthog?
Yeah, he did that.
Oh, really?
The hog.
That's the most complicated shot.
I think one of the interesting things, there aren't any shots that aren't well done.
Even out of that whole sequence, all those quick little pieces, we went over those things like crazy
just to make sure that the weight was right, the contact was right.
Every shot got the same amount of detail, which is kind of crazy and maybe not very efficient.
It's good in the end.
Everyone's favorite thug.
What's he called?
He's not drunk.
He's not drunk, though.
He's short.
Paul at Tompkins.
Shut.
Shut, did you?
I had no idea how that was going to work in storyboards.
He just kind of made it work.
So, wait, he has arms now?
I want the duck beard.
This was really painful in Daly's shot of the guy getting his head smashed.
Marlon Nolan.
We were like, wow, is that going to be...
No we?
What's his last name?
No we.
I remember Glenn drew a big R-rated on top of it because he thought it was too violent
to have to keep dialing it back.
That's awesome.
I mean, he took that idea.
He just, like, he went way further than anyone expected.
When I saw that shot for the first time, I was like, oh!
Well, I added, we always get the sound that we put under a shot, and I added, like, a
skull crushing.
So it played the first time, it went like, and then it was like, ah!
And the thing was, Byron said, let's turn off the sound.
And then it played less violent.
I have another shot later in the movie where...
Where Glenn gets smacked against the bars in the jail, and I had a couple of frames
of, like, his nose completely breaking and, you know, pushing it, and it was the same
note, like, ah, no, no, no, too much.
I'm quite violent.
Because everybody likes that.
Everyone likes funny last name.
The first last name shot, right?
Yeah.
This was some cool stuff to see come out of lighting.
It was always cool to see something out of lighting, because it was always completely
different from what you were picturing in your head.
And it was lit?
Yeah.
I'm going to stop talking.
I didn't realize until this was in lighting that this was outside.
Yeah.
I had no idea.
I thought they were in a cave.
This, to me, always felt a little bit like Indiana Jones.
Like, I remember watching when it came out of lighting.
I used to...
I remember thinking, like, oh, man, people are going to love this, because it just felt...
It had that...
It's Thunder Mountain Railroad.
Yeah.
That's what it looks like.
And who doesn't love Disney?
Yes.
Awesome class.
Here it is.
Ninja Rapunzel.
The Zack Hour.
Yeah.
Zack.
This was a fun section to do, because there were...
The storyboards weren't very defined for this stuff, so I got to actually play with it a
little bit, choreography-wise.
And then I went back to layout, and they redid the cameras, and then I got to redo the animation
to the new cameras.
What do you mean?
Two times the clock.
It was awkward.
No, it was...
That was a really fun sequence to work on.
Didn't this almost take you a day to do?
This is the one.
Did you shoot video reference in fighting?
No video reference.
Why?
I don't know.
The game.
Damn.
That's a change.
I don't know what you mean.
That was pretty long.
Yeah, that was pretty long.
Let me demonstrate, of course.
Okay, we're going back to the levels.
The levels, the
levels are up in here.
Go away.
Let me rub off.
It's like, if this puddle was here, otherwise that would hurt your feet.
She has calluses.
And Zach and the crashing wood.
Did you shoot video reference for it?
He built a giant system out of it.
This is a lot of water.
I remember watching this in theaters
the first time and just being completely blown away by this.
Remember that shot where they're running towards the camera and Daley's glendrew a giant T-Rex
chasing them?
When he puts the shot like that, he does every frame.
He does it while the directors
are talking over the shot, and then he'll just push play it.
Chris, you should talk about your little joke you did
with Pascal floating to the top.
You get kind of depressed working on shots where the characters
are dying. You're talking about how they're going to die.
So I just kind of killed Pascal in one of those shots.
The shot Kira and I worked on. Yeah, it was right at the moment where Rapunzel says
this is all my fault, I never should have done this. This is the one.
Rapunzel jumps, floats up.
And he stays there.
Nobody even pays attention to him.
The shot was like 50 feet, so it was a good way to get extra animation
out of there.
The lighting in this sequence is awesome. It just makes you feel claustrophobic.
And the stereo
is really good in theaters. When I first saw this in storyboards, I thought they were dead.
I don't know how to get out of this.
I guess we're ending this movie really depressing.
Our heroes drown in a cave. I also love that in this sequence
this is one of the first times, I think it's the first time Rapunzel cries in the movie, right?
And I remember Glenn, I think it was you and John, talking about
how the ugly face is really important when someone cries.
It's true, the ugly face, I totally buy it. Every time I watch
the sequence, I really feel like she's really crying.
Maybe it's just a bias, but I feel like a lot of studios wouldn't do that.
They wouldn't go for the... Some actresses don't do it.
It's kind of a category of actress that will let themselves just be overcome
with emotional, like a Meryl Streep type person
will let themselves do the ugly face.
I thought it would be a lot more powerful if she went there too.
Big shout out to the hair crew. Amazing stuff.
Underwater hair. The effects too, they did all this underwater stuff.
Hair and cloth.
That's going to be a new ride.
They're going to sell tangled ponchos for that.
This was one of the shots that were done very late. Remember Joe Bowers doing Rapunzel?
You did Flynn, right? Yeah, I did Flynn.
It was very under production, it kind of slipped by, so we had pretty limited time
to not film that. Was that your last shot?
One of them.
No, I just like to keyframe
eight frames before the end of my shot.
We saw this and we were like, man, that cape is cool looking.
It was one of the earlier cape sims on the console.
Mark, you really enjoyed that cape.
She had this stupid looking bathrobe
thing before, so if I take credit for anything on this movie, it will be convincing
Nathan that she had to have this cape.
No sleeves. No sleeves.
That was worth it. That was totally worth it.
Mark walked around with a drawing of a cape for two weeks.
And then I walked around with an actual cape for two months.
We were walking by the animation pit, and Mark's just standing there going,
In terms of beer, I just kind of stopped and went,
Alright.
Because that was before we knew the cape was even going to be on her.
Did you make that cape?
No, Ted made that cape.
Oh, did she?
Yeah.
Oh, that's cool.
We never named the Staffington brothers, did we?
Patchy?
Patchy.
Patchy and Chops.
They don't even say their name.
Horizontal Scar, Vertical Scar.
This is a nice sequence.
Yes, it's my favorite sequence.
Because it's just two people talking, and I feel like real people.
And it came at a nice kind of sweet spot in production, where we really started hitting our stride, I think.
When you watch it with kids, though,
they added, these Pascal shots were in there,
and it would always kind of keep the kids going,
my kids in particular,
when you're sitting in the theater,
they get really bored with adult conversation,
and they would see the Pascal shot,
and kind of keep them going a little.
And then later in the sequence,
they have a little insert shot of her,
of Pascal kind of sympathetically leaning his head on her foot,
and they added that in,
and when you watch it with kids,
it's like, amazing,
because they're just about to lose it.
They just can't take it anymore,
all this grown-up talk.
And then they see that one little shot of Pascal,
it's like a shot of heroin.
They're like,
ah, thank god.
I remember when the sequence didn't have all the shots,
and John Lasseter,
this is one of those moments where we're like,
this guy's crazy!
That's for Pascal shots.
We're like, this is going to ruin the sequence, right?
It actually does make it better.
This is a shot where she touches her hair a lot.
Like all the other shots,
where she touches her hair a lot.
Didn't they have a freak out
whenever you'd hand them a shot,
and they'd be like, oh god.
This is you, Becky?
Yeah, this stuff is really great,
because she's like,
letting it out for the first time,
and she's looking at him like,
do you think I'm a freak?
Kind of thing,
and it really plays clearly.
In that pose.
Yeah.
That's one of my favorite poses in the movie.
Nathan always would get very
particular with his shots,
about how
these people were.
Whenever there's a first date
kind of thing,
especially in the lantern sequence,
and also when they're walking in the cave,
and there's this kind of flirting going on,
he would be very, very particular
about how
these microbeats of
how they're playing off each other,
and
it made for a lot of really rich detail,
I think,
in the way he thought about it,
you kind of absorbed that,
and it would kind of fill the sequence with
a lot of richness in their personality
that I don't know if I would have had
otherwise, and then
that, again, like, coupling that,
all that subtle ideas
mixed with
glad I'm kind of illustrating it for you
as you're going through it,
really made for really appealing
performances.
Awesome couple shots by Jen Hager
and Lena DeSalvo there,
of Flynn.
It's funny when you're
careful what you wish for,
it's like,
oh, I want this long monologue
where he just,
it's all,
and then they give it to you,
and you're like,
oh, God.
The directors didn't,
I don't think they wanted
the hand to come up,
so I took it out,
and then Glenn came by my desk,
and he's like, I saw your shot,
I really like what you're doing with the hand,
I want to talk to them.
And then he came back and he's like,
it's still in, you're good to go.
They didn't want it to seem like
Flynn likes her because she's got
this magic power.
But he used to rub his hand
more, like, overtly.
He brought it up higher, I think,
and then he just kind of minimized it,
almost like an afterthought,
I think, in the end.
This is where animating the villain
really gets fun.
This is all leading up to a
electrifying
Mark Mitchell extravaganza.
That's the name of his first album.
It's either that or Gesture Parade.
It's your first album.
It's the diva,
it's the cape, all coming to this...
It's the fog.
You have a YouTube channel, right,
where you save all this stuff?
If not, just scroll down on
Clay's podcast and he's going to upload it.
Your reference will be
online, right? Nice.
I always wanted Flynn to come back and go,
what was all that singing?
Did you hear that?
Because it was loud!
I could strike here.
Love these shots.
Wasn't there something about
the strap in that shot that you
couldn't do it that way
and you were just bound to determine
that you were going to make sure that the strap
went around her body like that? Someone said you can't do it that way, but we just did it.
That was kind of the name of the movie
sometimes.
We're just going to do it.
It's Mark Mitchell.
And the fog's gone.
My nephew, when he watched this in the theater,
when she did that, he goes,
that is one crazy old lady.
Amy was showing me some video of,
I think she's like a three year old girl or something,
acting that entire sequence out.
That's the most hilarious thing I've ever seen.
That's awesome.
Your girls are relating to the villain?
What have we done?
Daryl.
That's Joe.
This is Joe.
What about the butterfly?
Remember? They love the butterfly animation?
They just like showed up.
We're like, who did the butterfly?
We're in a chat room.
Shout out to Eric Daniels, too.
He did draw overs,
planning where the hair should go,
and how the simulation should run.
And he was keeping it consistent,
making sure that
the hair you see,
which is pretty much environment,
and each shot has a reason to be where it is.
Awesome.
Shout out to Danny.
How did you say your last name, Danny?
Patient.
Pixie.
Tony LaVanderous.
Pixels.
Dangerous.
Jason Pigliosi,
cutesy, Rapunzel shot,
Yeah!
Yay!
It's a lie every time.
This is probably my favorite shot.
I love the little pouty face.
Thanks, man.
You're welcome.
Because the boot came off there,
always sticking through the boot in every shot he did. I guess he didn't have a
foot on the left.
It was a really tiny foot.
Yeah, it was a tiny foot.
That's an awesome Hiram shot.
Where is Hiram?
He does such a good job of focusing.
This is the shot that we show when we do the talking.
Clay and I are talking about the movie.
Everything is firing.
The rigs are working beautifully.
It's so clear.
There's hardly any...
Well, there's no words coming out of
Maximus, but it's very clear what he's
thinking. The hair sim is
just seamless.
The lighting is all rich.
It comes together in that shot.
It comes together all
the time. It feels like that's a really good
example of it in that shot.
I agree.
Here comes the town
folk.
I love
handmade crafts.
You actually did animate
these shots where there's...
I love it.
I hate those movies where you
see these cycles of people
sprayed across the countryside.
We really wanted people actually
doing real things.
John, he made these little vignettes on paper
of these three people are doing this.
We handed each of those out to everyone
on the crew. You guys all know this. I'm talking to the microphones
right now.
Every animator took a little piece,
animated a character doing something, and then I took
all those for these big shots and just
used those and put them...
This shot is probably 40 people's
work, and then I just figured out how to coordinate
it all and smash it all together.
I think it ends up being this thing where
there isn't a robot in the background
looking at an empty window.
One of the things we
kind of figured out
when you have a...
People just don't usually walk alone
in an environment
like a marketplace or something.
They're actually there as a couple or a
small family or as a group of guys
talking together. These kind of small
groupings of people that are interacting,
they make a lot more sense
than just these kind of lone
figures kind of
playing mindlessly across the landscape.
I think we passed them.
Oh, we passed them.
Passed what?
Yeah.
No cursing in commentary.
I remember in dailies when...
I think it was Glamdror, that little boy.
Put him in gold tooth and changed.
Wasn't that Ron? It was Ron Smith.
Oh, yeah.
One of the cool things about the town
that Clay was doing also was making a little story
for each group. Like this guy went and bought
potatoes and then he's going to get
he's going to get the
parsnips or whatever, the ingredients
for this and then he needs the bread
now and now they're ready for dinner.
I don't think it made a difference.
But it was fun.
It was kind of like this added work on top of our
day job so we'd be here till 2 in the morning
for weeks and weeks and weeks
and then we would go to the theater
and we'd sit down at the premiere and it was like
wham, the whole sequence just came
and went in five minutes.
I was sweating.
That was it?
I have to mention this
shot where he throws the bag. Miyuki did that
shot right. She was so accurate
the sim almost landed on the dock.
It was a simulation where
let's go and it almost made it.
Dude, it was so good.
I didn't expect it to just fly off into the distance
or land in the water but it was so close.
This sequence
when they first boarded it
and it
still plays out that way for the first part of the song
but when the singing
begins it's in, it's kind of imagined
that it's in her head, what she's thinking
and wishing for
and
when that went to
that was up for a screening
and I think John
I think we were already kind of saying like
I kind of just wish they had just burst into song
because at one point Flynn
starts singing to it. It's kind of this
duet of them looking at the lanterns
and looking at each other
and getting closer and closer but
they're not singing, you just hear their voices singing
and there was a big
John Lasseter review and he's like
I'm kind of thinking they should just burst
into song here and we're like, yes!
Because it felt like
this, it was such a seamless
entry into
these characters
singing in a very classic Disney musical
kind of way but it felt like a very
natural pathway into it.
I've got to stop here, this is Wayne's
show so I'm going to cry right now.
Okay, but the best part is
right here, his
goop shot was
he had hands keep coming up
I think it's just like
he just found the perfect expression, the perfect
pose and didn't have to move at all but
man, people see this shot, that's like
the first cry in the movie or anything for a lot of people.
Yours was
the telephone.
I love how this
really feels like a
community thing here. It feels
like 4th of July
on the river watching fireworks
or something.
How many lanterns were in this?
17.
It was more than 15.
I think it was more than
2,000 people in that courtyard I think.
Those are actually people in there.
I love it.
And in the boats. There's people on the boats doing stuff.
Those were like the
lowest rooms we had. The blobs?
Yeah, we had the blobs.
But they all have stories, right?
Their eyes looked like they were
sawing a shuttle.
And now, ladies and gentlemen,
Kira will sing to us.
Come on.
Seriously.
But what if it's not everything?
You get to sing another song.
Find a new singer.
This was that moment
where they kept saying
this is what this whole movie's
been leading up to.
This is her big
This is what she's wanted all of her life.
And you really felt
the work that had
gone into this.
The choreography of this entire sequence.
This was definitely a 3D
moment too, I felt like,
of the movie that worked best.
When you saw this in 3D in the theater,
it was just like amazing.
I like how
you can't tell where the water is
because
the reflection is so clear.
It looks like they're floating in space.
Every one of those lanterns has a fire inside.
Wait, so they're not
actually in space?
Where did he get those lanterns?
I do think
all the departments on this show really
gave it their all.
We were doing these scenes knowing that they're important.
These characters have to go through these motions
and emotions and hoping that it'll
look good.
I think we saw the stuff and it just made it
even better and better. I think every department took what we did
in effects and lighting here
and even the sim team.
Totally brought it to this place that we never thought it would be
or hoped it would be.
I remember sitting in the theater with my son
and he was trying to grab the lanterns
because it's 3D. And this came so
close to it, it was crazy how
pushed it was.
And then everything caught fire.
Yeah.
It's also my son's fault.
Can we cut that?
John Wong moment there.
Woo!
Here we go.
Sing, Kira.
This was
like a, like a, I don't know.
This was my, my life is complete
this moment that I got to do it.
Breaking out into song, Disney.
Musical.
It looks amazing.
I think that was another good example
of breathing, too, during that shot.
I feel that when we kept
going back and forth on how much to breathe
and how much not to breathe.
Did we redo that shot like three times just for breathing?
Yeah, it kept, John Lasseter kept saying
more and more and more. And every time
those breaths weren't super simple, you had to like
build it into the spine and everything.
Really amazing.
You can't just scale the chest? No.
Breathe slider.
Sorry, Darren, your shots are done.
Shoot.
Becky.
Remember I was like, what did she say, what did she say?
Scouring the internet.
So if you also scrolled down an animation podcast
or something.
This is one
of my favorite shots in the movie.
Right here.
This one.
It's just so simple and.
Yeah.
But there's so much thought going on,
you know.
that and all that tells me
like you were saying about
each department given they're all
a lot of
I think anybody who's worked on a movie
has seen some part of the
process where it looks
great in storyboard and then when you
animate it it gets too complicated
and then when they put the texture on it
you're like oh really and then they
light it and you're like what
and you get to see it
in the theater and you're like wow that
really wasn't what
I thought it was going to be but with this
movie every
part of the process every step that
you saw it got better
and better and more exciting and
yeah you couldn't wait to see your scene
yeah
it was funny
the energy in the studio everyone was
like on a tent just
like knowing that this like I think there
was a point I don't know at some point
through it where everyone knew this was
going to be awesome you know and
everyone just poured themselves into it
and like people were dragging and their
eyes were saggy and every time you'd see
people over time dinner you know it was
like it was hard work and not just our
department every department but then
people just sacrificed
yeah it was a definitely a
managerial choice from Ed to not move
the release date when we had to kind of
reboot the story and everyone thought it
was crazy in the ways it was but it
also forced us into this mode of
working where there were no second
chances to make this as good as possible
I think for some reason it switched us
over to this mode of just like being as
good as we could all the time and you
know we ended up animating the movie in about
eight months right it was a record for as
far as I know any place with the amount
of people we had to yeah yeah it's
really amazing was it 50 animators yeah
about 48 plus three
I think it's because of the project
though too I mean I don't know if I
could have done as much over time and as
much work and put as much of myself
into it weren't something as fantastic
as this movie either because you knew
that every every ounce of energy you put
into it it was you were gonna get back
you know in the theaters and stuff big
fat paycheck
or not these shots crushed me too I
don't know who did this way thanks for
making me cry Wayne he did that in bolt
to bolt he had that shot to get everybody
cry were the carrot bolts looking at
penny yeah he realizes that he can do
bars better places we've cried a lot of
those moments where an animator to find
something like Henry did that shot where
Gothel opens her arms up and we that
happens three times in the movies this
became this motif with Gothel and
Rapunzel this callback and like once
Henry did that we kind of went back to
the others and said make it feel like
that because that is exactly the moment
or the motion we want why doesn't he
the course I don't understand
Steve
see now the horse goes and tells the
thugs you guys it was under what you know
Jimmy's trapped in a well this is cool
too we're like playing grabs his neck
this is a lot of your engineering in the
game yeah like others there's so easy
instances in this film that they didn't
put dialogue in or they actually removed
dialogue where it was necessarily it's
just so much stronger for that yeah
remember it sequence for when the guards
are chasing Flynn the captain was like
saying all this crap he's like there he
goes
we got about that's all you have to
trip out like half of that so much
better oh yes I'm going to give you a
and this used to be all one sequence right and then they decided to cut between the two
yeah yeah it was all Flynn in jail and all Rapunzel and Gotham and in editorial there's
Tim Merton started mashing it all together and cutting back and forth
the content didn't change but just the order showing it and it really jumped the movie up
yeah I remember they had a lot of spend a lot of time on how Rapunzel was going to realize she was
a princess and they had other versions and they streamed them and everybody was like that that's
not believable she would not figure it out that way and then they came up with this where she
figures out through the flower that's pretty cool and what version that was actually written written
on that thing wasn't there a version where
uh Pascal is he has the sun pattern on his side and he crawls up the wall and then she realizes
that it's all yeah that's strange beautiful bite ow man no inside the head you're blurry
have people listening have it synced up right otherwise
Flynn's already dying and they're like what are they saying
I'm sorry spoiler these were some shots that I saw on storyboards way back when and I was
so pumped for whoever got to animate them and then I found out that I got to do these shots
of him knocking out the guards I was so excited did you shoot reference for that one too no no
it hurt in the theater for that shot Marlon there was a kid sitting next to me here
when his face got slammed against the bars daddy I'm just scared
Marlon does scare people why it makes me cry
John long and nothing that was fun too because John did Rapunzel and I didn't
doppel so you got your kind of change your own character didn't have to worry about switching up
Adam Green yeah yeah nice I still remember the footage just shot yes you being Rapunzel yeah
didn't we I remember seeing reference with you um and you and Zach at one point for the for the
shoving shot and we I remember like we were really shoving each other for those the horse stuff yeah
but we took my stuffed animal of Bolt and like pretended it was the horse's face or something and
kept shoving him
my favorite reference I think is uh the four guys grabbing Flynn in jail and dragging him on screen
from John and uh a couple other guys yeah I'll meet up with Tony yeah oh that was fun yeah
on the left
remember when Hiram hurt his knee or whatever
that was so cool
awesome
I call my angry shot so I'm not an angry person
Mark Mark
um
,
we've never seen this movie
it's been who did uh drunk Mike Mike
I'm close
MJ
I don't leave
um
I would help dig about an element that frying pan became
yeah
do they sell it is that a toy
and we kept joking that the mime was modeled after sandstrom
i shaved his head after he came to try to look like joe bowers
there's uh three pigeons from bolt right there
you know that yeah
this
reaction shot of maximus i just did an eye dart there
those guys are so bad yeah they're terrible
i think at the beginning of production alex cooper schmidt said i want the most craziest
action-packed complicated shots in the movie and he got him
a sucker
this is one of those majestic disney moments right there and
the music builds and all the other higher helicopters
that are where they got the helicopter
yeah when we saw the lighting in the sequence we're like oh cool the weather changed
our
weaisley
was a lot harder than a slide
do you want this here i did it once and i think it was so yeah we just kept reusing it was reused like eight times
There's no blood on the knife.
The goose would have been PG-13.
You think it's because it's CG and not hand animated?
Because I remember in Beauty and the Beast there's blood on the knife.
So it's like, I remember being disappointed.
There's some blood in CG movies too.
It's Kira.
It was super fun.
It was very cathartic.
I could get all my aggression out.
I guess if I'm doing these kinds of shots you have a headache for the rest of the week.
You're like frowning in the mirror all the time.
It's hard to do. It's hard work.
This is Joel Reed again.
Really nice little stuff.
These were my last shots in the movie.
It was kind of sad.
That carpet looks great there.
Zach and I were talking about the fact how we miss animating Flynn sometimes.
Because we have these trainees now animating shots.
And we wish we could animate it too.
I'm jealous. They have great dialogue clips with Zach Levi.
He was such an amazing voice and such a great rig and character.
It's sad that I don't get to animate him talking anymore.
I thought Zach and Mandy really did such a great job of giving us so much to work with.
Usually there's a celebrity and they're just like whatever.
But they were actually the best choices.
And they could sing.
And it was funny because when Zach started doing some of the voice and then we started doing some of the animation.
And then he saw some of the animation.
And got more into character.
By seeing what we did.
And then giving us even more to work with.
It was really cool.
Uh oh.
I remember a bunch of us got to go to the scoring session during this.
Oh yeah.
I remember hearing it.
Oh my gosh.
They were recording the choir at one point.
When we were there.
That was awesome.
Some amazing animation of Gothel by Jamal Bradley there.
Great stuff.
Yeah.
I remember asking him about that.
How did you get inside the character's head?
Well you know.
She's got to think of a bad moment.
He's a method actor.
Yeah.
You're right.
Didn't Gothel have at one point in the story.
She had like all these crows around her.
All the time.
Yeah.
And then where she went all these crows would go with her.
I guess in the office.
Beautiful expressions.
It's the ugly face coming back.
Yup.
Uh huh.
Yes.
Glenn said I did a good ugly face though.
That's a good point.
This scene's good too.
This podcast has everything.
Lino's death scene.
Very nice.
This casting was okay Zach can do the action.
Zach can do this and the flame and the guy.
Can he do the crying?
I guess so.
Yeah.
I felt this so, so much in the theater.
Kudos.
Yeah.
Blow out.
That was a shot that Glenn was like it's just not something we can do in 2D to get
all those shapes moving around.
We have to add so many lines and it would look wrinkly and that was the defining moment
for me was when Glenn said that I did something that he couldn't.
Because that'll never happen again.
Awesome animation video.
I tried animating on the computer and now I know how hard it is for you guys to get
something that just looks bad just looks bad cool job one of the things that i love about
these shots that amy did is she added like the little gulp swallowing on rapunzel and she just
did that with deformers you really feel her welling up and crying i swear i've seen this before
this big water worm comes out
i love also how the the lighting changes the color changes like it when he dies it's very
subdued and then when he comes back to life they bring the color back up
yeah i was on vacation for a week
you
came back and all these scenes were like black and white and i was like what happened to the
color it's like oh it is in color
is there a little
a little bit of becky and kira did that kissing scene
and scroll down
these scenes are really because even from the boards there
was no dialogue in it and they never put any in and i'm glad that they trusted us with the
to get it across in the acting yeah i think the king says more than a lot of the characters in
the movie he never actually says anything it's very deep
you let the gong after you talk wow wow did you write that before you came here
this is my moment because
There's Malkin channeling his inner mother.
I've never had a goatee.
Is that your shot, Adam?
Yeah.
You look at that note, make them hug more.
Yeah.
That was just a lot of contact in that shot, for sure.
Mm-hmm.
Two more.
Can you try the dancing?
Why?
It's your shot.
Some of his last shots were like all hands on deck.
He was not doing anything.
Yeah.
Um, you animated that guy.
Knuckle crack.
Mark Mitchell print?
Yeah.
Chats.
Danny.
Yeah.
It's funny how you see the animator's hand in every shot.
I see the animator at some point in the shot.
Sort of.
And he spits out the core.
Chats on the core.
Yeah.
The other out.
The happy ending.
Malcolm.
I think this was the last shot.
How many people worked this thing.
We kept handing it off, right?
We started with Jessica and Rob at the beginning.
And then I believe Becky finished that up a little bit.
And Tony did the mother, baby, little girl.
We did Rapunzel, Queen, McKean.
Patrick helps him.
Jamal helped him, Pascal.
Jen, was that your guess?
Yeah, I animated all the characters in the last scene.
The most disturbing ending to any animator.
Amanda.
Oh, Amanda.
Carrie.
And then Xiyun did all these incredible drawings.
Awesome.
I love the card for Clay, you, and John, and Glenn, because Xiyun drew you guys in there.
Yeah, awesome.
And this was like a big secret.
I don't know if you guys saw this before in the movie, but I never saw it either.
We did our best to hide it from everyone.
And there's one card where there's that fortune-telling monkey that was in the original
DVD of the scenes.
I just remember coming back on Monday after the movie came out, and I did so well.
Amazing, it felt like, to come back to the studio.
We knew we had a great film, but knowing that so many people actually couldn't see it, it
was an amazing feeling.
Yeah.
That kind of validated all of that hard work.
And, even if you do a good movie and the marketing is terrible and nobody sees it, you're still
like, oh man.
Uh, but this, everything fell into place and everybody got to see it.
I went to, I read stories to some 4th grade kids at some school and I said, I worked on
this movie and this movie.
Oh, they're there.
I worked on this movie and this movie
and I said, and who saw Tangled?
And they were all like,
it was so great.
The drum?
It was a great bunch of asthmatic.
It was a great bunch of sea lions.
That's the last time
they were in a record kit.
So how do we wrap this up?
While the credits are playing, anything you guys want to add
or something you thought of that didn't really fit
into the movie but you want to talk about?
I don't know. I remember reading a lot
of stuff online before
coming and working on this movie and
there were so many, I don't want to say
there's just a lot of discussion about
all this movie and it's just
doomed to failure and it's been
in production for so long and
first it's Rapunzel, then it's Rapunzel Unbraided
then it's Rapunzel again and all this stuff.
To me it just felt so good that when this movie came
out and people responded so well to it
it just felt so
you felt indicated and you just feel proud
of it to know that
yeah
it worked out
because so many people were like
no, it's not going to fail, we're not going to let it fail
and it just came together.
There's so much stuff on the blogs
just Disney haters
about it should be in 2D
and
just all this stuff
and then when it comes out
all that stuff goes away
for a couple of years.
Until we have a new movie.
I think
Nathan has said this a couple of times
but I've been here for 15 years
and I
signed up to do movies
like this and it's taken
15 years for the studio to
actually get
everything in line and turn
everything around to be able
to do it
that now I can leave.
laughter
applause
laughter
Thank God.
laughter
And everyone starts applying.
That's actually why we made the movie.
laughter
Yes Jon?
Did that not wrap it up?
laughter
Thank you very much.
I don't know, anything else?
I don't really have any questions.
I didn't really plan on doing this.
Any questions from the audience?
laughter
Go to caller.
Is there an awesome animator at Fly Disney?
Or is there a new animator?
Fly Disney?
We're looking for people.
Yeah.
Do you want to join this room of people
who laughs and has fun?
laughter
And have your name written on it.
Yay!
applause
Yay Ricky!
laughter
This movie would not have gotten made without him.
Not at all.
Ricky Rickenberg.
What a name.
laughter
this is what you get
sorry
cut
well there you have it
that is the great audio commentary experiment
and hopefully you guys like it
I'd love to hear what you think about it
if you would just go to animationpodcast.com
and leave a comment on this post
you can also send me an email but comments are
preferred and
just let me know how it worked for you
did it sync up, was it entertaining
was it worthwhile, would you like to hear one of these again
maybe on the next film
whatever you think, just let me know, I'm really curious about this
so again, thanks everyone
for always hooraying me in public
about the next podcast
like I said, if it weren't for you this wouldn't exist
and again, thanks to all the people that helped me
create this podcast
all 22 of you
you know who you are, I'll see you at work
and to all my listeners
thanks for tuning in
and I'll see you next time
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